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  <meta name="description" content="Goal-Oriental Action Planning(GOAP)作者:Jeff Orkin 这个网站的作者是Jeff Orkin，他在F.E.A.R.（极度恐慌）中使用了GOAP算法并使该游戏取得了巨大的成功，可以说是他使得GOAP架构被广大的游戏开发者所知晓。在这个网站中，有他所写的四篇论文，并且有部分游戏的源代码可以进行参考。 Goal Oriented Action Planning">
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<li><a target="_blank" rel="noopener" href="https://alumni.media.mit.edu/~jorkin/goap.html">Goal-Oriental Action Planning(GOAP)<br>作者:Jeff Orkin</a><br> 这个网站的作者是Jeff Orkin，他在F.E.A.R.（极度恐慌）中使用了GOAP算法并使该游戏取得了巨大的成功，可以说是他使得GOAP架构被广大的游戏开发者所知晓。在这个网站中，有他所写的四篇论文，并且有部分游戏的源代码可以进行参考。</li>
<li><a target="_blank" rel="noopener" href="https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793">Goal Oriented Action Planning for a Smarter AI<br>作者:Brent Owens</a><br> 这篇文章的作者是讲述了GOAP与传统的FSM相比有何优势，为什么用GOAP，GOAP适用的情景，与GOAP相关的概念（Action，Goal，Planner），以及用unity实现的部分核心代码。这篇文章用Unity的Demo作为讲解更加的通俗易懂，且举例也比较形象，但是该文章并没有为读者提出GOAP所存在的部分问题。</li>
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